@gikdew | http://gikdew.com
My ludumdare 29 game started like 12 hours later, since in Spain the Jam started at 2:00AM and I couldn’t stay all night awake. I might have work on my game about 15 hours in total, including graphics, music and code, I spent more time trying to get a cool idea and mocking up things that finally didn’t work.
Game Idea
My game was going to be a rogue like game, with dungeons, monsters, lasers and cool pixel lighting since I had a little engine for those kind of games that I built some weeks ago. After trying to code the level generation I ended up by giving up that idea and trying something easier to code and with less maths.
I love taking screenshots while I’m developing something, so this post is full of it.

After wasting 3 hours thinking a new game, I came up with the worm idea, at first it was going to be a dirt worm, exploring the world and avoiding enemies to survive but then I ended up making a water worm because I wanted the background to be blue (fits better with the overall design) and not dirt brown.

Making the game more Juicy
Since I watched this video on youtube, I’m obsessed of making “juicy” games, I mean, adding tweens, color changes and flashes to it because I think it makes the user experience better. In Wriggle Worm as you can see the HUD fades in and out when you change the game state (from menu to the main game) and also the background color changes once in a while making the game design more clean.
Lots of Maths
One of the mains problems I had while I was developing this ludumdare entry was that I was not fluid with the maths that I needed to develope my game, eventhough I’m studying a Engineering degree in Electronics and we use advance maths everyday. I didn’t have enough time to get a paper and start calculating things so I made the game more simple than I wanted to be.
Dev Screenshots
As I said earlier, I love making screenshot and tweeting about it, below there are some of those screenshots, you can see the progress in the game development.








